guide to creating and inventing with technology in the classroom

GUIDE TO CREATING AND
INVENTING WITH TECHNOLOGY
IN THE CLASSROOM
Written by Gary Stager for Intel® Australia
MAY 2015
CONTENTS
Introduction to the ‘maker movement’
3
Why making is such a powerful
educational tool
4
Making is a way of viewing the world
4
It’s relevant for the youngest
and the eldest students
5
Tips for introducing ‘maker’ activities
into the classroom
5
Game-changing technology
6
Fabrication
Physical computing
Computer programming
Maker technologies
7
About Gary Stager
8
Additional resources
8
2 INTEL EDUCATION
INTRODUCTION
TO THE ‘MAKER MOVEMENT’
Wise educators are always on
the lookout for new pedagogies
and materials that expand
classroom-learning opportunities
and amplify student potential.
The global maker movement
poses exciting opportunities
to transform the classroom.
The maker movement is a
growing community of artists,
scientists, craftspeople, amateurs,
professionals, tinkerers, and
engineers celebrating personal
creativity, ingenuity, and
empowerment. Make Magazine
emerged in 2005 to chronicle
the new materials, technologies
and timeless craft traditions
converging to fuel a renewed
interest in personal expression in
a do-it-yourself spirit. Maker Faire
was born soon after when the
emerging community of ‘makers’
expressed a desire to get together,
share their creations and exchange
expertise. In 2014, there were
more than 100 Maker Faires and
Mini-Maker Faires held around
the world. The Rome and Bay
Area Maker Faires attracted more
than 100,000 attendees to ‘The
Greatest Show (& Tell) on Earth’.
INTEL EDUCATION 3
WHY MAKING IS
SUCH A POWERFUL
EDUCATIONAL TOOL
MAKING IS A
WAY OF VIEWING
THE WORLD
In our book, Invent to Learn – Making, Tinkering, and
Engineering in the Classroom, Sylvia Libow Martinez
and I situate the maker movement in the classroom
by recognising how it builds on progressive traditions.
Learning-by-making stands on the shoulders of Pestalozzi,
Montessori, Froebel, Dewey Piaget, Vygotsky, Malaguzzi,
and Papert. Making supercharges project-based learning,
not only by expanding the breadth, depth, and complexity
of potential projects, but also by offering experience during
which learners ‘taste’ mastery. While learning-by-doing has
long been recognised as a powerful educational context,
there is a euphoria associated with bending a material or
system to your will and making something work. Similar
satisfaction accompanies attempts that fail spectacularly
and invite debugging.
Making is a way of viewing the world with the personal
confidence and competence necessary to overcome any
obstacle you encounter, even if only to discover that you
have more to learn. In the 21st century, making is the best
thing schools can do to prepare students to solve problems
their teachers never anticipated.
Piaget teaches us that ‘knowledge is a consequence of
experience.’ The maker movement supplies classrooms
ideas, tools, and constructive materials to expand the
breadth, depth, and range of potential projects, the primary
unit of classroom experiences. Such diversity also appeals
to a more inclusive population of students and welcomes
parents with skills to share their expertise in the classroom.
4 INTEL EDUCATION
Children in schools where making is embraced report that
their ability to navigate the world improves. They look
at themselves, the challenges they confront and their
potential through an enhanced pair of epistemic lenses.
When the same materials, technologies, tools and practices
are found in the physics lab, art studio and auto shop,
schools can stop sorting children into winners and losers.
We have long overvalued learning with one’s head. The
future is going to require citizens who are equally capable
of learning with their head, heart and hands.
Making is about authentic learning – being a novelist
rather than being taught English. Being a composer,
filmmaker, engineer, mathematician, scientist or historian.
Tips for introducing
maker activities into
the classroom
Making should permeate every
corner of the school and every
minute of the school day. If you want
to set up a specific area for creative
making, classroom centres, libraries
and informal ateliers all make great
maker spaces.
IT’S RELEVANT FOR
THE YOUNGEST AND
THE ELDEST STUDENTS
If your educational objectives are as modest as improving
mathematics achievement in the existing curriculum,
programming and engineering provide a rich setting
for learning and using mathematics. Engineering is the
concrete manifestation of theoretical principles and is
critical to our modern society. Yet, ironically schools have
long behaved as if engineering is a reward for a select
few students who successfully endure twelve years
of abstractions.
If young children were encouraged to tinker and engage in
engineering experiences, they would enjoy a richer, more
concrete context for learning the mathematics and science
valued by school. Many curricular frameworks, including
the Next Generation Science Standards in the USA,
advocate for the sorts of hands-on, experimental, projectbased, creative engineering experiences embodied by the
maker movement.
When space is limited, not every
tool, technology or material needs
to be available at once.
The best makerspaces give students
agency over their own learning.
They are flexible, adaptable spaces
that offer the learner options, for
example, a space to collaborate
when needed, but also a quiet space
to think or read.
Remix, Reuse, Recycle. Making do
with available materials is a principle
of engineering and the ethos of the
maker movement. Scarcity is the
mother of ingenuity and breathing
new life into old stuff is a step
towards saving the planet. So don’t
throw out all of your old computers
when you get new ones.
Do encourage students to read other
people’s computer programs and
modify them to suit their needs.
Build a materials library where a
lovely assortment of junk may be
given new life in student projects.
INTEL EDUCATION 5
GAME-CHANGING
TECHNOLOGY
We may be at an historic moment where technology changes dramatically.
Invent to Learn identifies three categories of game-changing technology.
Fabrication
Computer programming
Until recently, everything you made with a computer lived
on the screen or on paper. 3D printers, laser cutters, and
CNC machines make it possible to design and manufacture
real things. It is becoming increasingly possible to make the
technology you need when you need it. When the artifacts
become real, the learning process is more authentic. The
true power of 3D printing isn’t the ability for every year
7 student to make an identical Yoda keychain, but for
students to experience the process of design.
The reasons for learning to program extend way beyond
vocational aspirations. Programming makes all of the other
technology work and should be considered the new liberal
art. Programming prepares children to gain agency over
an increasingly complex and technologically-sophisticated
world. It answers the question Seymour Papert first posed
in 1968, ‘Does the computer program the child, or the
child program the computer?’
Physical computing
You might think of physical computing as robotics, but more
broadly it is the ability to add interactivity and intelligence
to everyday objects. Arduino and other microcontrollers
(including the Intel Galileo and Edison), LittleBits, wearable
computing, programmable robots, Internet of Things –
compatible objects, sensors, and new conductive materials
all bring physical computing to life for even young children.
6 INTEL EDUCATION
New block-based programming languages like Scratch,
SNAP!, Beetle Blocks, Pocket Code, Tickle, and Google
App Inventor make programming the screen and physical
world accessible to children. They build on the grand
tradition of programming environments usable by children
where powerful ideas are encountered, established by
Logo and MicroWorlds.
Projects that two years ago were considered science fiction
may now be a year 2 student’s Mother’s Day gift. Educators
should, in the words of 13 year old maker movement hero
Super-Awesome Sylvia, ‘get out there and make something!’
It’s the best way to prepare for the cooler, cheaper, and more
powerful materials just around the corner.
MAKER TECHNOLOGIES
The great thing about the technologies listed here is that they may be combined for infinite possibilities.
Seymour Papert said, ‘If you can make things with technology, you can make more interesting things and
you can learn a lot more by making them.’ In fact, clever students may use each of these technologies
in combinations we cannot imagine. Determining which technologies best suit a task is an important skill
for students to possess. In combination, their power is greater than the sum of the parts.
The MaKey MaKey turns the world
into a computer interface. Imagine that
your laptop’s keyboard is broken and you
need to replace it with saucers of milk, or
you wish to make a piano out of bananas.
The MaKey MaKey makes this possible by
converting closed electrical circuits into
keystrokes. Not only is the MaKey MaKey
an easy on-ramp to physical computing,
but the MaKey MaKey is also an invitation
to programming so that homemade
controllers have something cool to control.
The MaKey MaKey is inexpensive and easy
to install (no drivers or software needed),
making it the perfect starter technology
for maker classrooms.
Website: makeymakey.com
PROJECT IDEAS
• Make musical instruments out of cardboard
that play musical notes or any sound effect
• Create a video game controlled by fruit
• Build a Rube Goldberg machine that
triggers animations on the computer
• Wire your school stairs like a giant piano
• Write a play with MaKey MaKey interactive
costumes that trigger sound effects when
touched by other actors
LittleBits are snap-together magnetic
electronic components that allow you
to prototype powerful inventions and
explore electronic circuits. Students can
build interactive machines capable of
responding to stimuli, communicating
with the World Wide Web, or just making
a wacky joy buzzer – all without worrying
about syntax. The library of LittleBits
elements is ever expanding with recent
bits making MP3 files, the Internet
of Things and Arduino programming
possible with the playful bits.
interface for motors, lights, servos, and
a variety of sensors to be combined with
found materials, broken toys, or recycled
junk to build intelligent robots. These
robots may be programmed in a variety of
software environments (including Scratch
and SNAP!), providing maximum flexibility
and age range. Best of all, there is an
Arduino Leonardo board on the flipside of
the Hummingbird controller. This provides
a smooth transition from the Hummingbird
ecosystem to the infinite possibilities of
microcontroller engineering.
Website: hummingbirdkit.com
• Build a dog that responds to sound and
light by barking and wagging its tail
• Create an interactive background for a
stop motion animation film
• Build a robot that illustrates a poem
• Animate a famous work of art
The Circuit Scribe pen and Circuit
Stickers allow you to make interactive
paper-based projects with conductive ink
or stickers capable of logic, sensing and
lighting. These technologies are also useful
for prototyping inventions as a first step
towards building more durable machines.
A word of caution, these materials are still
in their infancy. They will get better.
Circuit Scribe: electroninks.com
Circuit Stickers: chibitronics.com
PROJECT IDEAS
• Create an electronic greeting card for your
favourite holiday
• Draw a musical instrument and connect
to the MaKey MaKey to play notes on the
computer
• Experiment with logic circuits on paper
PROJECT IDEAS
• Build a colour changing light up
photo frame
• Build shoes that light up when you dance
• Make a robot that paints
• Build a musical synthesiser
• Build a digital clock
The Hummingbird Robotics Kit
is perhaps the best kit for budding
robotics engineers. It provides a simple
While Arduino seems more raw than
educational robotics systems designed
specifically for the classroom, the tradeoff is
rewarded in increased flexibility, power and
a lower price. Commonly found electronics
components, along with broken appliances
or toys may be used with a microcontroller.
New features and functionality are added to
Arduino by snapping on shields that allow
for all sorts of automation tasks. Students,
hobbyists and professionals are using
Arduino in countless contexts.
PROJECTS
Website: littlebits.cc
• Make a home security system that
responds to a secret knock
board features a number of ports for inputs
(sensors), outputs (motors, lights, switches,
etc.) and power.
The Intel® Galileo and other
Arduino Microcontrollers
The open-source Arduino and its variants,
including the Intel Galileo and Edison, are
at the centre of the physical computing
revolution. These low-cost and increasingly
powerful ‘brain boards’ (as Super-Awesome
Sylvia calls them) are smaller than a playing
card, but pack a big punch. Each Arduino
PROJECTS
Students can use a microcontroller in many
ways as part of a system for automatically
watering a plant when it gets thirsty; to
control a greenhouse; in a festive photo
booth; or as the ‘brain’ in your robot. Of
course, Arduino may power whimsical
creations as well. Kids in a New York City
classroom used Arduino to add lights,
sounds, and motion to a LEGO pirate ship.
Connecting to the emergent Internet of
Things allows your Arduino boards to not
only respond to local sensory data, but
to create a physical alert when your stock
price drops or to warn of inclement weather
during recess.
Arduino: arduino.cc
Intel Galileo 2 education: intel.com/
content/www/us/en/do-it-yourself/
galileo-maker-quark-board.html
Intel Australia Innovation Toolbox:
innovationtoolbox.intel.com.au
The Lilypad is a machine-washable
Arduino version used for wearable
computing and ‘eTextiles.’ Instead of
connecting sensors and actuators with
wire, soft circuits are made with conductive
thread. While it may be simple to think
of the Raspberry Pi as the computer
and Arduino as the external peripheral,
boards like the Galileo or Arduino Yun
are blurring these boundaries by placing
a computer and microcontroller on one
board. Even the Raspberry Pi has pins for
connecting to the outside world. Expect
such developments to continue.
Lilypad Arduino: lilypadarduino.org
INTEL EDUCATION 7
About
Gary Stager
Additional
resources
Gary Stager, Ph.D. is the co-author of Invent
to Learn – Making, Tinkering, and Engineering
in the Classroom. He is a popular speaker
around the world and an award-winning
teacher educator with more than thirty years’
experience teaching learning-by-making
with technology.
Invent To Learn
The ‘Making, Tinkering, and Education in the
Classroom’ website is the home of a groundbreaking
book by Sylvia Libow Martinez and Gary Stager.
The website includes recommended books, articles,
videos, tutorials and hundreds of links to resources
and professional development for making, tinkering
and engineering in the K-12 classroom.
inventtolearn.com
Gary currently works as the Special Assistant
to the Head of School for Innovation at the
Willows Community School in Los Angeles.
He is also the founder of the Constructing
Modern Knowledge summer institute and
may be reached at [email protected]
Sylvia’s Super-Awesome Maker Show
Ten-year old Super-Awesome Sylvia and her
father produce a whimsical video show showing
how to build fun electronic projects.
superawesomebook.com
Making the Case for Making in Schools
Authors Gary Stager and Sylvia Libow Martinez
speak to teachers and parents about changing
schools to be more authentic places for learning.
inventtolearn.com/video-making-the-case-formaking-in-schools
Make Magazine
The bible of the Maker Movement.
makezine.com
Instructables
A DIY online community full of project ideas.
instructables.com
© Copyright 2015. Intel Corporation. All rights reserved. Intel and the Intel logo are trademarks or
registered trademarks of Intel Corporation or its subsidiaries in the United States and other countries.
All other trademarks are property of their respective owners. 18009-0515/Intel